mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-15 14:33:46 +00:00
Add FSM components for player and enemy state management, including initialization and module resolution
This commit is contained in:
parent
18683c0680
commit
b6cc5a00e8
57 changed files with 526 additions and 506 deletions
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@ -7,15 +7,23 @@ public partial class Idle : EnemyStateBase3D
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{
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public override EnemyState StateId => EnemyState.Idle;
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[Export] public EnemyStorage3D Storage { get; private set; }
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[Export] public PlayerDetection3D PlayerDetection { get; private set; }
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private EnemyStorage3D Storage { get; set; }
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private PlayerDetection3D PlayerDetection { get; set; }
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[Export] public GravityProvider GravityProvider { get; private set; }
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private GravityProvider GravityProvider { get; set; }
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[Export] public bool DebugEnabled { get; set; } = false;
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private bool _isPlayerInRange = false;
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public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
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{
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base.Init(machine);
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Storage ??= StateMachine.GetModule<EnemyStorage3D>();
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PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
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GravityProvider ??= StateMachine.GetModule<GravityProvider>();
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}
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public override void EnterState()
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{
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base.EnterState();
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@ -1,32 +0,0 @@
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy._3D;
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public partial class Init : EnemyStateBase3D
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{
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public override EnemyState StateId => EnemyState.Init;
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[Export] public EnemyStorage3D Storage {get; private set;}
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[Export] public PlayerDetection3D DetectionProvider { get; private set; }
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[Export] public ActorResourceProvider HealthProvider { get; private set; }
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public override void EnterState()
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{
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//DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth;
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DetectionProvider.Initialize(MainObject);
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Storage.AiState = Storage.Root.StartingAiState;
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Storage.HomePosition = MainObject.GlobalPosition;
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// TODO: Hide wings
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// TODO: Hide aiming reticule
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HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth;
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HealthProvider.FillResource();
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StateMachine.SetState(EnemyState.Idle);
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}
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}
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@ -1 +0,0 @@
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uid://cy34e3htvbvnl
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72
Scripts/Components/FSM/Enemy/3D/InitState.cs
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72
Scripts/Components/FSM/Enemy/3D/InitState.cs
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@ -0,0 +1,72 @@
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy._3D;
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public partial class InitState : EnemyStateBase3D
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{
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public override EnemyState StateId => EnemyState.Init;
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private EnemyStorage3D Storage { get; set; }
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private PlayerDetection3D DetectionProvider { get; set; }
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private ActorResourceProvider HealthProvider { get; set; }
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private int _initRetryCount = 0;
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private const int MaxInitRetries = 20;
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private const float InitRetryDelaySeconds = 0.05f;
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public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
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{
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base.Init(machine);
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// Try an initial resolve; EnterState will retry if necessary
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Storage ??= StateMachine.GetModule<EnemyStorage3D>();
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DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
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HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
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}
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public override void EnterState()
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{
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// Attempt to complete initialization; if modules are missing, retry with a timer
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TryCompleteInit();
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}
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private void TryCompleteInit()
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{
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// Attempt to resolve modules again in case they were attached after Init
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Storage ??= StateMachine.GetModule<EnemyStorage3D>();
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DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
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HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
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if (Storage is null || DetectionProvider is null || HealthProvider is null)
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{
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_initRetryCount++;
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if (_initRetryCount <= MaxInitRetries)
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{
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// Schedule a retry shortly to wait for other nodes to finish _Ready
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var timer = GetTree().CreateTimer(InitRetryDelaySeconds);
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timer.Timeout += TryCompleteInit;
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return;
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}
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// Final failure: log detailed error and bail out to avoid throws
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var actorName = MainObject?.Name ?? "<unknown>";
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GD.PrintErr($"[InitState] Failed to resolve required modules on actor '{actorName}' after {_initRetryCount} attempts.\n" +
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$" Storage: {(Storage is null ? "MISSING" : "OK")},\n" +
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$" DetectionProvider: {(DetectionProvider is null ? "MISSING" : "OK")},\n" +
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$" HealthProvider: {(HealthProvider is null ? "MISSING" : "OK")}");
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return;
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}
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// All modules present, proceed with initialization
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DetectionProvider.Initialize(MainObject);
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Storage.AiState = Storage.Root.StartingAiState;
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Storage.HomePosition = MainObject.GlobalPosition;
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HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth;
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HealthProvider.FillResource();
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// Transition to the Idle state now that initialization is complete
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StateMachine.SetState(EnemyState.Idle);
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}
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}
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1
Scripts/Components/FSM/Enemy/3D/InitState.cs.uid
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1
Scripts/Components/FSM/Enemy/3D/InitState.cs.uid
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@ -0,0 +1 @@
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uid://dkmwqvhenu1xq
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@ -9,20 +9,30 @@ public partial class Shooting : EnemyStateBase3D
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{
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public override EnemyState StateId => EnemyState.Shooting;
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[Export] public EnemyStorage3D Storage { get; private set; }
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private EnemyStorage3D Storage { get; set; }
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[Export] public PlayerDetection3D PlayerDetection { get; private set; }
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private PlayerDetection3D PlayerDetection { get; set; }
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[Export] public Weapon3D EquippedWeapon;
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[Export] public NavigationProvider3D NavigationModule { get; private set; }
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private NavigationProvider3D NavigationModule { get; set; }
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[Export] public GravityProvider GravityProvider { get; private set; }
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private GravityProvider GravityProvider { get; set; }
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private bool _isPlayerInRange = false;
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private Vector3? _currentStrafeTarget = null;
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private float _strafeSpeed => Storage.EnemyData.StrafeSpeed;
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private bool _isPlayerInRange;
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private Vector3? _currentStrafeTarget;
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private float StrafeSpeed => Storage.EnemyData.StrafeSpeed;
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private double _responseTimer;
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public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
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{
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base.Init(machine);
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Storage ??= StateMachine.GetModule<EnemyStorage3D>();
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PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
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NavigationModule ??= StateMachine.GetModule<NavigationProvider3D>();
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GravityProvider ??= StateMachine.GetModule<GravityProvider>();
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}
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private double _responseTimer = 0;
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public override void EnterState()
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{
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base.EnterState();
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@ -31,12 +41,13 @@ public partial class Shooting : EnemyStateBase3D
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PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
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//DamageReceiver.ChangeState(true);
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//DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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if (Storage is null || PlayerDetection is null) return;
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EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
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EquippedWeapon.Init();
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if (EquippedWeapon != null)
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{
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EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
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EquippedWeapon.Init();
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}
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_currentStrafeTarget = null;
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@ -56,24 +67,22 @@ public partial class Shooting : EnemyStateBase3D
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PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
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//DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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_currentStrafeTarget = null;
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//DamageReceiver.ChangeState(false);
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}
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public override void PhysicsProcessState(double delta)
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{
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base.PhysicsProcessState(delta);
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if (Storage is null || PlayerDetection is null || NavigationModule is null || GravityProvider is null)
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return;
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if (PlayerDetection.IsPlayerInRange(Storage.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
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{
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// SHOOT
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Shoot();
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if (_strafeSpeed > 0)
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if (StrafeSpeed > 0)
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{
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// Check if a strafe position is needed
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if (!_currentStrafeTarget.HasValue || NavigationModule.IsNavigationFinished())
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@ -100,7 +109,7 @@ public partial class Shooting : EnemyStateBase3D
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if (_currentStrafeTarget.HasValue)
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{
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NavigationModule.SetTarget(_currentStrafeTarget.Value);
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NavigationModule.Move(_strafeSpeed);
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NavigationModule.Move(StrafeSpeed);
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}
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// Calculate gravity
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@ -111,6 +120,8 @@ public partial class Shooting : EnemyStateBase3D
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private Vector3? CalculateStrafePosition()
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{
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if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return null;
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var playerPos = PlayerDetection.LastKnownPlayerPosition.Value;
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var enemyPos = MainObject.GlobalPosition;
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@ -149,16 +160,10 @@ public partial class Shooting : EnemyStateBase3D
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private Vector2 GetShootDirection()
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{
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// if (Storage.EnemyData.PredictPlayer && PlayerDetection.LastKnowPlayerVelocity.HasValue)
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// {
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// var predictedDirection = MathFunctions.PredictInterceptPosition(MainObject.GlobalPosition,
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// PlayerDetection.LastKnownPlayerPosition.Value, PlayerDetection.LastKnowPlayerVelocity.Value,
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// EquippedWeapon.WeaponData.BulletData.BulletSpeed);
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// if (predictedDirection.HasValue) return (predictedDirection.Value - MainObject.GlobalPosition).Normalized();
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//
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// }
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return ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).ToVector2().Normalized();
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if (!PlayerDetection.LastKnownPlayerPosition.HasValue)
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return Vector2.Zero;
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return (PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).ToVector2().Normalized();
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}
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private void Shoot()
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@ -8,16 +8,26 @@ public partial class Alert : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Alert;
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[Export] public EnemyStorageModule StorageModule { get; private set; }
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private EnemyStorageModule StorageModule { get; set; }
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[Export] public PlayerDetectionModule PlayerDetection { get; private set; }
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private PlayerDetectionModule PlayerDetection { get; set; }
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[Export] public GenericDamageReceiver DamageReceiver { get; private set; }
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private GenericDamageReceiver DamageReceiver { get; set; }
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[Export] public NavigationMovementModule NavigationModule { get; private set; }
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private NavigationMovementModule NavigationModule { get; set; }
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private bool _isPlayerInRange = false;
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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{
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base.Init(machine);
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// Try to resolve modules via the state machine so the same modules can be reused without per-state exports
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StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
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PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
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DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
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NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
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}
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public override void EnterState()
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{
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base.EnterState();
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@ -25,8 +35,6 @@ public partial class Alert : EnemyStateBase
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PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
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//_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
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//GD.Print($"Player In Range: {_isPlayerInRange}");
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PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
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@ -8,17 +8,14 @@ public partial class Controlled : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Controlled;
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[Export]
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public EnemyStorageModule StorageModule { get; private set; }
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private EnemyStorageModule StorageModule { get; set; }
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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private GenericDamageReceiver DamageReceiver { get; set; }
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[Export]
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private InputProvider _inputProvider;
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[Export]
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public PlayerCrosshairProvider CrosshairProvider { get; private set; }
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private PlayerCrosshairProvider CrosshairProvider { get; set; }
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[Export] public Weapon EquippedWeapon { get; private set; }
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@ -28,6 +25,14 @@ public partial class Controlled : EnemyStateBase
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private bool _isStrafing = false;
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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{
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base.Init(machine);
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StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
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DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
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CrosshairProvider ??= StateMachine.GetModule<PlayerCrosshairProvider>();
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}
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public override void EnterState()
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{
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base.EnterState();
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@ -80,10 +85,6 @@ public partial class Controlled : EnemyStateBase
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if (Input.IsActionJustPressed(ControlEndAction))
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{
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// if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
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// {
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// ResumeControl();
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// }
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StateMachine.SetState(EnemyState.Idle);
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}
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@ -126,7 +127,6 @@ public partial class Controlled : EnemyStateBase
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// Shoot at the player's last known position
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EquippedWeapon.ShootDirection = direction;
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//StorageModule.FacingDirection = direction;
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//StorageModule.FacingDirection = direction.SnapToCardinal().Normalized();
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EquippedWeapon.Shoot(BulletOwner.Player);
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@ -7,18 +7,16 @@ public partial class Dead : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Dead;
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[Export]
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public EnemyStorageModule StorageModule { get; private set; }
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private EnemyStorageModule StorageModule { get; set; }
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[Export]
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public EnemyDropsProvider DropsProvider { get; private set; }
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private EnemyDropsProvider DropsProvider { get; set; }
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// public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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// {
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// base.Init(machine);
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//
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//
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// }
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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{
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base.Init(machine);
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StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
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DropsProvider ??= StateMachine.GetModule<EnemyDropsProvider>();
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}
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public override void EnterState()
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{
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@ -3,16 +3,15 @@ using System.Linq;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.Loot;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class EnemyStorageModule : Node2D, IFSMStorage
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public partial class EnemyStorageModule : Node2D, IFSMStorage, IActorStorage
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{
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[Export]
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public EnemyFSMProxy Root { get; private set; }
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public Node2D RootAsNode => Root;
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public Node RootAsNode => Root;
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public EnemyResource EnemyData => Root.EnemyResource;
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@ -11,21 +11,22 @@ public partial class Idle : EnemyStateBase
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// Scan for player, move to alert if found
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// Receive damage, move to alert if received
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[Export]
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public EnemyStorageModule StorageModule { get; private set; }
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private EnemyStorageModule StorageModule { get; set; }
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[Export]
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public PlayerDetectionModule PlayerDetection { get; private set; }
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private PlayerDetectionModule PlayerDetection { get; set; }
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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private GenericDamageReceiver DamageReceiver { get; set; }
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// public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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// {
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// base.Init(machine);
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// }
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private bool _isPlayerInRange = false;
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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{
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base.Init(machine);
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StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
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PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
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DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
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}
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public override void EnterState()
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{
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base.EnterState();
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@ -1 +0,0 @@
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uid://rrelumir3g6n
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@ -4,15 +4,20 @@ using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class Init : EnemyStateBase
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public partial class InitState : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Init;
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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private GenericDamageReceiver DamageReceiver { get; set; }
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[Export]
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public EnemyStorageModule StorageModule { get; private set; }
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private EnemyStorageModule StorageModule { get; set; }
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
|
||||
{
|
||||
base.Init(machine);
|
||||
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
|
||||
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
|
||||
}
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
1
Scripts/Components/FSM/Enemy/InitState.cs.uid
Normal file
1
Scripts/Components/FSM/Enemy/InitState.cs.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://geli5yyi4m8d
|
||||
|
|
@ -9,17 +9,13 @@ public partial class Shooting : EnemyStateBase
|
|||
{
|
||||
public override EnemyState StateId => EnemyState.Shooting;
|
||||
|
||||
[Export]
|
||||
public EnemyStorageModule StorageModule { get; private set; }
|
||||
private EnemyStorageModule StorageModule { get; set; }
|
||||
|
||||
[Export]
|
||||
public PlayerDetectionModule PlayerDetection { get; private set; }
|
||||
private PlayerDetectionModule PlayerDetection { get; set; }
|
||||
|
||||
[Export]
|
||||
public GenericDamageReceiver DamageReceiver { get; private set; }
|
||||
private GenericDamageReceiver DamageReceiver { get; set; }
|
||||
|
||||
[Export]
|
||||
public NavigationMovementModule NavigationModule { get; private set; }
|
||||
private NavigationMovementModule NavigationModule { get; set; }
|
||||
|
||||
// [Export] public float MaxStrafeDistance { get; private set; } = 64f;
|
||||
// [Export] public float MinStrafeDistance { get; private set; } = 16f;
|
||||
|
|
@ -34,6 +30,15 @@ public partial class Shooting : EnemyStateBase
|
|||
|
||||
private double _responseTimer = 0;
|
||||
|
||||
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
|
||||
{
|
||||
base.Init(machine);
|
||||
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
|
||||
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
|
||||
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
|
||||
NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
|
||||
}
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
base.EnterState();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue